Update. Ran into trouble almost instantly. First time using Zbrush tool with subtools and didn't know how to grab AO and normal maps from it. Tried to take it into 3DS Max and do a Render to Texture but the AO looked rubbish. I got xnormal now though and that does a nice job.
There must be a more efficient way of doing this right? I already had the Low Poly created in Max I just needed a way for Zbrush to let me project the high poly details onto the low poly mesh so I could grab the maps.
Been working on how to go about creating the bed sheet. It would be a slow process to sculpt it out so I thought it'd be best to use 3DS Max's cloth simulation. Not perfect, it's clipping through itself like crazy. If I set the self collision any higher though it glitches out on itself. I should be able to tweak it once I'm happy with the general shape. I'm leaving this for now though since the bed is under the hole in the ceiling so there will be a lot of rubble etc interacting with the sheet. When those are done I will add them into the simulation.
The best workflow that I use is to create your high and low poly and use either Maya's Transfer Maps or xNormal to generate my normals and whatnot. Great progress so far
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There must be a more efficient way of doing this right? I already had the Low Poly created in Max I just needed a way for Zbrush to let me project the high poly details onto the low poly mesh so I could grab the maps.
Been working on how to go about creating the bed sheet. It would be a slow process to sculpt it out so I thought it'd be best to use 3DS Max's cloth simulation. Not perfect, it's clipping through itself like crazy. If I set the self collision any higher though it glitches out on itself. I should be able to tweak it once I'm happy with the general shape. I'm leaving this for now though since the bed is under the hole in the ceiling so there will be a lot of rubble etc interacting with the sheet. When those are done I will add them into the simulation.
Anyway here are some shots so far.